Просмотр исходного кода

lightbuffer (aka birghtness and shadow) always comes last as a multiplier

Azaezel 9 лет назад
Родитель
Сommit
b204518344

+ 1 - 1
Templates/Full/game/shaders/common/lighting/advanced/deferredShadingP.hlsl

@@ -47,8 +47,8 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
       colorBuffer *= (1.0 - colorBuffer.a);
    }
 
-   colorBuffer *= float4(lightBuffer.rgb, 1.0);
    colorBuffer += float4(specular, specular, specular, 1.0);
+   colorBuffer *= float4(lightBuffer.rgb, 1.0);
 
    return hdrEncode( float4(colorBuffer.rgb, 1.0) );   
 }

+ 1 - 1
Templates/Full/game/shaders/common/lighting/advanced/gl/deferredShadingP.glsl

@@ -52,8 +52,8 @@ void main()
       colorBuffer *= (1.0 - colorBuffer.a);
    }
 
-   colorBuffer *= vec4(lightBuffer.rgb, 1.0);
    colorBuffer += vec4(specular, specular, specular, 1.0);
+   colorBuffer *= vec4(lightBuffer.rgb, 1.0);
 
    OUT_col = hdrEncode( vec4(colorBuffer.rgb, 1.0) );
 }